When Heimdallr gains vision of an enemy god he gains Physical Power, up to a maximum of 5 gods. When an enemy god would disappear from vision (including Stealth) Heimdallr continues to see them for 4s. Heimdallr's Critical Strikes only deal 70% bonus damage.
*Physical Power per Stack: 3%
*1.3 / 1.3 / 1.5 swing time and Damage
*7.5 ft AoE on the initial 2 hits that hit for 33% damage.
Heimdallr throws his sword, Hofuð, into the air. It shines with brilliant light that reveals enemies within 120 ft. Heimdallr can refire this ability to call the sword down, causing it to fly to the target location and damage enemies.
*Damage: 70/130/190/250/310 (+95% of your Physical Power)
Heimdallr blows the Gjallarhorn for 2s, causing enemies in front of him to lose Movement and Attack Speed while taking damage every .5s. While blowing his horn Heimdallr is immune to knockups and gains bonus protections. When Heimdallr ends this cast, either through cancelling it himself or after 2s, he raises the Gjallarhorn for a final blast. This blast damages enemies and knocks them away from Heimdallr.
*Damage Per Tick: 8/16/24/32/40 (+35% of your Physical Power)
*Knockback Damage: 50/90/130/170/210 (+60% of your Physical Power)
*Slow Duration: 1.5s
Heimdallr manifests a fragment of the Bifrost at his target location. When two fragments are placed they become linked, allowing Heimdallr to traverse the Bifrost. The greater the distance between the fragments the longer it takes to begin traversing and the longer it takes for it to be usable again. If Heimdallr places a third fragment down, the oldest fragment vanishes. Enemies that walk between two fragments are revealed to Heimdallr.
*Distance Scale: 85 to 700ft
*Warmup Scale: 0.5s to 3.5s
*Cooldown Scale: 14s to 210/180/150/120/90s
Through the Realms
Heimdallr charges forward, axe ready. If Heimdallr hits an enemy god he stuns them before unleashing a devastating swing of his axe, launching his target into the sky. A Bifrost portal appears and Heimdallr sends the launched foe through the realms of Muspelheim and Niflheim before returning them back to the battleground at a random location in front of him. Muspelheim burns the enemy every .5s for 1.5s while Niflheim slows the enemy for 2.5s.
*Hit Damage: 150/240/330/420/510 (+110% of your Physical Power)
*Muspelheim Damage: 25/35/45/55/65 (+15% of your Physical Power)
*Wall Hit Damage: 35/75/115/155/195 (+30% of your Physical Power)
*Niflheim Slow: 25%
*Travel Duration: 4s
SMITE's newest Hunter has recently ventured into pro play, after a slightly longer than usual bug fixing phase. Even though he was nerfed many times since his launch, he immediately made his SPL debut as a top pick/top ban god. We are looking to adjust Heimdallr's counterplay in a similar way as Aphrodite. This vigilant hunter can seek refuge in the Bifrost and make escapes no other god can. It requires more planning than usual, but that's barely a concern at the pro level. We are increasing the time that Heimdallr needs to stand in his Bifrost before he teleports, this should make him more gankable while making greedy plays and expecting a quick escape.
In a similar realm as Thor, Heimdallr has been nerfed multiple times and his core metrics have dropped considerably, yet his ban rate remains at the top of the top of the list. We are decreasing one key damage hit, which is his initial hit on his Ultimate ability. We are also decreasing his vision radius to limit his utility.
Decrease Vision Radius from 120 to 80.
Through the Realms
Decreased initial hit from 150/240/330/420/510 to 120/200/280/360/440.
Heimdallr's last adjustments heavily affected his damage done in but he is still doing too much. In this patch we want to focus more directly on his strong Basic Attacks and the Gjallarhorn's damage and utility. We are reducing his cleave attacks damage which will affect him throughout the entire game. Gjallarhorn is seeing a significant scaling decrease and a removal of the protections while channeling. His knockback, ultimate, and clever use of the Bifrost are his means to survive. He does not need those protections to get the job done.
Decreased first and second Basic Attack Scaling from 130% to 125%.
Decreased Physical Power Scaling per tick from 35% to 30%.
You didn't need to be Heimdallr to see these nerfs coming. Heimdallr launched with heavy experimentation but players quickly found combos and builds that allowed him to really chunk. We are reducing his overall scaling due to his passive and then targeting his primary combo, Through the Realms initial damage and Piercing Sight as the follow up hit as gods land. While the trip is dangerous, gods a high health should be able to survive their journey through the realms more often, requiring Heimdallr to bring more to the fight to ensure a kill.
Fixed an issue where Heimdallr would turn invisible while basic attacking on his Mastery skins.
Fixed an issue where his auto-level would not properly rank up abilities.
Fixed an issue where basic attacks would not match his animation if used directly after firing his 2nd ability.
Fixed an issue where his 3rd basic attack would not match his animation at max attack speed.
Fixed an issue where Heimdallr mastery skins were missing hit FX.
Fixed an issue where Heimdallr's Far Seeing Sight” achievement could not be unlocked.
The Gjallarhon ability now costs the intended amount of mana at rank 5.
Through the Realms (Ultimate)
The Audio gods hear when hit by Heimdallr's ultimate will now be more consistent.
Enemy gods will no longer fly across the minimap when hit by this ability.
Fixed an issue where players could get stuck if hit by Heimdallr's ultimate at specific times.
Fixed an issue where Crusher could trigger multiple times.
Fixed an issue where the environment would sometimes be invisible during this ability.
Decreased Physical Power Scaling per stack from 3% to 2%.
Decreased Physical Power Scaling from 95% to 85%.
Through the Realms
Decreased Initial Hit Physical Power Scaling from 110% to 90%.